/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/ConvertToPolygonsTool.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConvertToPolygonsToolProperties : public [UInteractiveToolPropertySet](API\Runtime\InteractiveToolsFramework\UInteractiveToolPropertySet)
float
AngleTolerance
Tolerance for planarity
bool
bCalculateNormals
If true, normals are recomputed per-group, with hard edges at group boundaries
bool
bNormalWeighted
If true, region-growing in Sampling modes will be controlled by face normals, resulting in regions with borders that are more-aligned with curvature ridges
bool
bRespectHardNormals
If true, polygroup borders will not cross existing hard normal seams
bool
bRespectUVSeams
If true, polygroup borders will not cross existing UV seams
bool
bShowGroupColors
Display each group with a different auto-generated color
bool
bSplitExisting
If enabled, then furthest-point sampling happens with respect to existing Polygroups, ie the existing groups are further subdivided
EConvertToPolyg...
ConversionMode
Strategy to use to group triangles
int32
MinGroupSize
Group filtering
float
NormalWeighting
This parameter modulates the effect of normal weighting during region-growing
int32
NumPoints
Furthest-Point Sample count, approximately this number of polygroups will be generated
float
QuadAdjacencyWeight
Bias for Quads that are adjacent to already-discovered Quads. Set to 0 to disable.
float
QuadMetricClamp
Set to values below 1 to ignore less-likely triangle pairings
int
QuadSearchRounds
Iteratively repeat quad-searching in uncertain areas, to try to slightly improve results